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Mobile Games

Mobile gaming news - hit titles, studios, monetization trends, and the platforms powering play on the go.

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815 results • Page 3 of 68

Changes for apps in the European Union
Mobile GamesNews

Changes for apps in the European Union

Apple is making changes to its business terms for apps in the European Union, following close collaboration with the European Commission. The changes reduce complexity by moving every developer that distributes apps in the EU to a single set of business terms. Under the new business terms, Apple will charge a commission on the sale of digital goods and services. The Core Technology Fee, a per-install fee for developers who achieve extraordinary scale, will be replaced by the Core Technology Commission, a simple 5% commission on digital transactions in apps distributed outside the App Store. The new terms also eliminate the Initial Acquisition Fee and Store Services Fee. Members of the Apple Developer Program can review and agree to the updated terms today in the Apple Developer Program License Agreement. Some key updates, which go into effect October 1, 2026, include: Adjusting commission rates across the App Store, alternative payments, and alternatively distributed apps. Allowing apps to offer alternative payment options alongside Apple In-App Purchase. Adding child safety protections for alternative payments on the App Store. Expanding the qualifications for developers to operate alternative app marketplaces and distribute their apps over the web. Learn more about the changes You can also request a 30-minute online appointment to ask questions about these changes.

Apple Developer News·August 18, 2026·1 min read
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Godot adoption is rising: what are devs getting out of the engine?
Mobile GamesOpen Source

Godot adoption is rising: what are devs getting out of the engine?

Godot's 'lightweight' features are a major reason why devs are sticking with the open source engine.

Game Developer·August 18, 2026·1 min read
Roblox being investigated by U.S. Senate after reporting 65,381 instances of suspected child abuse in 2025
Mobile GamesNews

Roblox being investigated by U.S. Senate after reporting 65,381 instances of suspected child abuse in 2025

'Let us be clear: children on your platform are hurting. Congress will not look the other way.'

Game Developer·August 18, 2026·1 min read
Arco tops 100,000 sales in two years and breaks even
Mobile GamesNews

Arco tops 100,000 sales in two years and breaks even

One member of the development team described the achievement as 'incredible.'

Game Developer·August 18, 2026·1 min read
Pokemon Pokopia has topped 5 million sales worldwide
Mobile GamesNews

Pokemon Pokopia has topped 5 million sales worldwide

I choose you.

Game Developer·August 17, 2026·1 min read
2K announces new Vancouver-based AAA studio led by EA veteran
Mobile GamesNews

2K announces new Vancouver-based AAA studio led by EA veteran

After almost two decades at EA, Aaron McHardy will act as vice president, executive producer, and head of Small Axe Studios.

Game Developer·August 13, 2026·1 min read
Xsolla rolls out publishing tools to keep players 'engaged' after the first purchase
Mobile GamesNews

Xsolla rolls out publishing tools to keep players 'engaged' after the first purchase

The commerce company wants to give studios more ways to drive repeat purchases.

Game Developer·August 13, 2026·1 min read
Opinion: Deprofessionalization could foster toxic work environments on small teams
Mobile GamesNews

Opinion: Deprofessionalization could foster toxic work environments on small teams

As smaller teams see bigger success, how will the game industry protect professional standards of conduct?

Game Developer·August 13, 2026·1 min read
CD Projekt Red has laid off nine Project Sirius developers
Mobile GamesNews

CD Projekt Red has laid off nine Project Sirius developers

Nine people have been laid off across two locations, while another nine developers could be moved onto other projects.

Game Developer·August 13, 2026·1 min read
UNC Greensboro game preservation project back on track after Trump funding cuts
Mobile GamesNews

UNC Greensboro game preservation project back on track after Trump funding cuts

'We can't trust Sony, we can't trust Microsoft to preserve things.'

Game Developer·August 13, 2026·1 min read
Enhance your app for the new Pixel lineup: Unveiled at Made by Google
Mobile GamesRelease

Enhance your app for the new Pixel lineup: Unveiled at Made by Google

Posted by Fahd Imtiaz, Senior Product Manager, Loryn Hairston, Product Marketing Manager, and Tracy Agyemang, Product Marketing Manager, Android Developer Made by Google expands what's possible across the Android ecosystem. With the introduction of the Pixel 11 Pro Fold , Pixel Watch 5 , and the entire Pixel family, users are moving seamlessly across diverse screen sizes, unique postures, and intelligent experiences. For you, the developer, this represents a massive opportunity: foldable users spend about 14x more than standard phone users. To help you elevate your existing experience without starting from scratch, we’re sharing our latest platform guidance alongside real-world examples from developers already putting these features into production. Deliver adaptive experiences across foldables and expanded displays The Pixel 11 Pro Fold gives your app a chance to flex its capabilities with an expanded inner display and a standard size outer screen. Building for the foldable form factor requires dropping hardcoded layout rules and designing around available window space. Leveraging Jetpack Compose APIs like Navigation 3 with Scene strategies or our newest layout APIs like Grid and FlexBox allows your layout containers to automatically wrap, span, and reflow. You can also use the experimental MediaQuery API to dynamically adapt your UI to environmental signals like foldable posture, and keyboard states. Building adaptively requires tracking actual app dimensions rather than physical device size, especially during split-screen and multitasking flows. Using Window Size Classes from the WindowManager library allows your layout to respect folds and hinges as natural content separators. For instance, Notability leveraged Material 3 Window Size Classes to create a responsive two-pane layout that transitions smoothly between folded and expanded screens. As Ryan Shea, Android Engineering Manager at Notability, shared, tracking the window itself allows their layout and canvas zoom to ensure notes stay fit to the page through every fold, rotation, or split-screen resize, noting that they wanted the app "to feel native at every size, not just stretched to fit." Notability’s quiz UI adapted for expanded screens Ensuring these transitions feel seamless also requires state preservation across configuration changes. Using ViewModel retains UI state so interactions like scroll position, form inputs, and open dialogs remain uninterrupted when transitioning between inner and outer screens. Taking this approach, Flo Health used Jetpack Compose state primitives, ViewModel, and Window Size Classes to make their highest-traffic user journeys resilient to rotation, fold/unfold and resizing transitions. As Aleksandr Kolodiazhnyi, Senior Android Engineer at Flo Health, shared, “Android's adaptive guidance turned what looked like a major refactor into a templated rollout," allowing them to adopt Compose primitives without a rewrite, "cutting [their] state-preservation code by roughly 30% while fixing lifecycle and analytics correctness issues that improved the app on every form factor." To take full advantage of the foldable form factor, leverage FoldingFeature updates to trigger posture-specific layouts. When a user partially folds their device into tabletop posture, you can split your UI automatically by placing primary controls on the lower display and main content or viewfinders on the upper display. Handling camera previews across foldable state changes, requires managing orientation shifts carefully. Migrating to the CameraX library ensures automatic handling of sensor rotation and display scaling across screens, while existing Camera2 codebases can also achieve stability using the CameraViewfinder library. These camera and display capabilities allow you to power dual-screen previewing and high-resolution rear camera selfies with minimal custom logic. Prepare your app for these form factors today by exploring our complete adaptive development guidance at Build adaptive apps . Bring delightful, gesture-driven experiences to the wrist The new Pixel Watch 5 is here, and we’ve optimized it to take advantage of the intelligent, power-efficient, touch-free convenience of Wear OS 7 . Thanks to system-wide performance optimizations and a collection of new features built to help users complete tasks efficiently, you can provide rich experiences that require only a single user action to complete. The one-handed gestures framework provides a convenient way for users to interact with their watches without needing to touch the screen with their opposite hand. Starting with the 1.7 beta release of Compose for Wear OS 7 , you can seamlessly integrate one-handed gesture control into your Wear Compose apps with simple physical inputs on the watch-wearing arm, like a double-pinch or wrist turn. Spotify is adopting this framework to make controlling media more effortless. By mapping Wear OS gesture events directly to the media player state, users will be able to pause or resume playback using a simple double-pinch, keeping music controls accessible even when their hands are full. Pause Spotify media with a pinch gesture Wear OS 7 also brings Live Updates directly to the wrist to surface real-time information like live sports scores, workout progress, and delivery status, which can also appear in the At-a-Glance surface on Pixel Watch 5. For example, Just Eat uses Live Updates to keep users informed on order arrival times at a glance. You can publish updates locally from your watch app or leverage phone notification bridging on supported devices to deliver real-time tracking across screens. Live Updates from Just Eat delivering real-time status and delivery ETAs at a glance You can also extend glanceable interactions across watch surfaces on Wear OS 7 by using Wear Widgets, powered by Jetpack Glance and RemoteCompose . Wear Widgets with Compose offer greater expressiveness and consistency than the old Tiles framework, and the two available widget layouts—small and large– align perfectly with the 2x1 and 2x2 formats on mobile, ensuring your designs feel cohesive across devices. On top of all these great new features, Wear OS 7 delivers up to a 10 percent improvement in battery life over Wear OS 6, making the Pixel Watch 5 a truly indispensable all-day companion for your users. To get started developing for Wear OS 7, use the new emulator , and check out all of our Wear OS resources and guidance at Build apps for the wrist with Wear OS . Unlock on-device intelligence with Gemini Nano 4 Pixel 11 devices are built to run Gemini Nano 4, bringing fast, responsive, on-device intelligence to the hardware. By running AI workflows directly on device, you can offer low-latency, real-time interactions that feel instant and integrated without needing round trips to the cloud. Through the ML Kit GenAI Prompt API , you can send natural language requests directly to Gemini Nano on device. The model supports over 140 languages, better multimodal understanding, and much more . Build intelligent on-device features using advanced capabilities like structured output and thinking mode . Build smart capabilities into your app using our self-service tools and Gemini models . Shape the next generation of experiences for the Pixel ecosystem today Made by Google showcases what's possible when hardware and software evolve together, and you are at the center of that innovation. You can begin optimizing your apps today by exploring our updated adaptive guidance , creating glanceable experiences for Wear OS 7, and integrating on-device AI with ML Kit . To help you implement these updates even faster, you can now leverage Android skills , which provide AI-optimized instructions for agents and tools. Whether you are using Gemini in Android Studio or running the Android CLI through other agents, Android skills give your AI tools the context needed to execute complex workflows automatically. For instance, you can prompt your agent with the CameraX skill to handle camera display scaling across foldables, or use the Adaptive skill to set up dynamic Compose layouts without additional manual work. Take advantage of these new surfaces, accelerate your workflow with agentic tools, and share your latest builds with the Android community! Head over to developer.android.com to access full documentation, explore the Android skills GitHub repository , and start building today.

Android Developers Blog·August 12, 2026·6 min read
Bring one-handed gestures to your Wear OS app
Mobile GamesTutorial

Bring one-handed gestures to your Wear OS app

Posted by Chiara Chiappini, Developer Relation Engineer, Android Developer Relations One-handed gestures offer a convenient and touch-free way for users to interact with their watches, enabling them to perform key actions using only the hand on which the device is worn.  First introduced on Pixel Watch with Wear OS 6.1, one-handed gestures made quick interactions effortless, such as starting and stopping a timer, accepting calls, and controlling media.  Now, with Wear OS 7, we're expanding this functionality with a new Gestures framework that allows OEMs to map gestures to primary actions and dismissals, and an API to bring gesture control to the developer community. Starting with the 1.7 beta release of Compose for Wear OS , you can seamlessly integrate gesture control into your Wear Compose apps. To use this release, upgrade your Wear Compose dependency to: androidx.wear.compose:compose-material3:1.7.0-beta01 Designing for one-handed interaction The one-handed gestures framework is designed around two primary interaction patterns that allow users to take action without touching the screen: Primary action, which on Pixel Watch is mapped to a double-pinch gesture: this action should be mapped to the most important task in a given context. For example, users can perform this gesture to take a photo in a camera app, start/stop a timer, or accept an incoming call.  Dismiss action, which on Pixel Watch is mapped to a wrist turn gesture: this action is mapped to system back by default and provides an intuitive way to close interruptive screens or get back to the watch face. It may be overridden for specific use cases, such as silencing an incoming phone call. These gestures are currently available on Pixel Watch 3 and newer, and the Wear OS gesture framework is available to all Wear OS device manufactures to adopt. Check out our new design guidance for integrating one-handed gestures into your Wear app. Integrating gestures with Compose on Wear OS To provide seamless gesture support in Wear OS 7, we are introducing a new Modifier.oneHandedGesture that you can apply to any existing interactive composable to make it gesture-aware.  Implementing gestures with Compose on Wear OS requires these steps: Define the gesture configuration. Start by using rememberOneHandedGestureConfiguration to define the nature of the interaction. This configuration dictates the basic behavior by providing the GestureAction (e.g. tracking a primary pinch or a dismiss wrist flick). Initialize the indicator state. Depending on your UI component, initialize a specific state object, such as OneHandedGestureClickIndicatorState for buttons or OneHandedGestureScrollIndicatorState for scrollable lists. This state is used to coordinate visual feedback between the gesture detection modifier and the visual UI indicators, seamlessly managing visibility, timing, and animations. Apply Modifier.oneHandedGesture to your interactive component. You'll pass in your configuration and state, and you’ll provide standard callbacks: onGestureAvailable to activate the visual hint when the system prepares the gesture, and onGesture to execute your action when the gesture happens. The following sample shows how those three steps translate into code when configuring an IconButton : val gestureConfig = rememberOneHandedGestureConfiguration(action = OneHandedGestureAction.Primary) val indicatorState = remember { OneHandedGestureClickIndicatorState() } val coroutineScope = rememberCoroutineScope() OutlinedIconButton(     onClick = onPlayPauseButtonClicked,     modifier = Modifier.touchTargetAwareSize(IconButtonDefaults.LargeButtonSize)         .oneHandedGesture(             gestureConfiguration = gestureConfig,             interactionSource = interactionSource,             onGestureLabel = "play or pause",             onGestureAvailable = {                  coroutineScope.launch { indicatorState.showIndicator() }              },             onGesture = onPlayPauseButtonClicked,         ), ) {     // button content goes here     // See "Guided discovery with gesture indicators" section of this post for recommendations on adding a gesture indicator. }   The GestureAction.Primary can also be used to scroll when the content is the end goal of the user journey, or there is a gesture actionable button off screen that the user can scroll to. Some examples include: Scrolling through a notification to view the content and/or initiate a reply (available in TransformingLazyColumn and ScalingLazyColumn ). Paging through workout metrics or other content that doesn’t require the user to tap to continue the user journey (available in  HorizontalPager and VerticalPager ).   val scrollGestureConfig = rememberOneHandedGestureConfiguration(action = GestureAction.Primary) val scrollIndicatorState = remember { OneHandedGestureScrollIndicatorState() } val coroutineScope = rememberCoroutineScope() TransformingLazyColumn(     state = scrollState,     contentPadding = contentPadding,     modifier = Modifier         .fillMaxSize()         .oneHandedGesture(             gestureConfiguration = scrollGestureConfig,             onGestureLabel = "scroll",             onGestureAvailable = {                  coroutineScope.launch { scrollIndicatorState.showIndicator() }              },             onGesture = { OneHandedGestureDefaults.scrollDown(scrollState) }         ) ) {     // list content goes here     // See "Guided discovery with gesture indicators" section of this post for recommendations on adding a gesture indicator. } Guided discovery with gesture indicators To help users learn which gestures are available, gesture indicators work as hints to help discovery about which gestures are available on a screen. These hints provide animated cues that inform users where they can perform a gesture. The framework manages the cadence and appearance of these hints, ensuring that they are helpful without being intrusive. System settings let users change the cadence to something less frequent if desired. To integrate with hints, the API provides the following gesture indicator components: the OneHandedGestureClickIndicator for components like a  Button the OneHandedGestureScrollIndicator component for scrolling the OneHandedGestureHorizontalPageIndicator for the HorizontalPager the OneHandedGestureVerticalPageIndicator for the VerticalPager The following example shows how to use the OneHandedGestureClickIndicator for a Button . See another example for using the OneHandedGestureScrollIndicator in our guidance . val gestureConfig = rememberOneHandedGestureConfiguration(action = GestureAction.Primary) val indicatorState = remember { OneHandedGestureClickIndicatorState() } val coroutineScope = rememberCoroutineScope() OutlinedIconButton(     onClick = onPlayPauseButtonClicked,     modifier = Modifier.touchTargetAwareSize(IconButtonDefaults.LargeButtonSize)         .oneHandedGesture(             gestureConfiguration = gestureConfig,             interactionSource = interactionSource,             onGestureLabel = "play or pause",             onGestureAvailable = {                  coroutineScope.launch { indicatorState.showIndicator() }              },             onGesture = onPlayPauseButtonClicked,         ), ) {     OneHandedGestureClickIndicator(         gestureConfiguration = gestureConfig,         indicatorState = indicatorState,     ) {         val icon = if (playerUiModel.playbackState.isPlaying) Icons.Filled.Pause else Icons.Filled.PlayArrow         Icon(icon, contentDescription = "Play or Pause")     } } Sample app showing gesture hint for media controls We are already seeing early adoption of these APIs from partners like Spotify, who are using one-handed gestures to make music control more seamless on the go. By adopting the Modifier.oneHandedGesture into their Wear OS app, Spotify allows users to play or pause their music with the primary gesture action, which on Pixel Watch devices is the double-pinch gesture. This action triggers the same behavior as the physical play/pause button, and the user doesn’t  need to touch the screen. .  Spotify app with gesture integration Bring one-handed gestures to your app You can begin experimenting with one-handed gestures today in the 1.7 beta release of Compose for Wear OS. Ensure your app is running on Wear OS 7, which provides the underlying platform support for gesture detection. Check out our new one-handed gestures developer guide   to see how you can start building more convenient experiences for your users.

Android Developers Blog·August 12, 2026·5 min read
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